Update Key Documents sections to reference decisions/ directory instead of monolithic DECISIONS.md. Add Development Workflow sections to implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) with relevant Makefile targets and directory conventions. Streamline decision references to point to specific domain files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Miri - Project Briefing
Last updated: 2026-02-10
Current Project State
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice definition complete (D-027). Next workstream: cultural generation guide for Tier 2 templates.
Decisions Relevant to Your Role
- D-005: Core concept - asymmetric information, single-character perspective, story generator
- D-013: Diegetic insert system - canon basis for in-world UI and POI navigation
- D-016: Internal monologue system - character voice, unreliable narrator potential
- D-017: Perception modes - canon check, ensuring modes are lore-consistent
- D-021: Official title "The Settled Reach" (repository remains "commonwealth")
Round 17 Decisions (Content Architecture)
- D-023: Three-tier content model - Life-sim substrate (daily routines, careers, relationships) as thematic ground floor. Conspiracies are weather, not the whole game. Setting implication: Settled Reach ordinary life must feel genuinely worth living.
- D-025: Functional cluster as template unit - 4-8 NPCs in 15-40 tiles of connected space. Social sites housed in physical clusters. This is how life happens in the Settled Reach.
- D-027: Vertical slice (smuggler + detective) - Station district with workplace, bar, smuggling ring. Both characters need distinct cultural voice. Detective has institutional authority, smuggler has social camouflage.
- D-029: Unentangled majority (30/50/20) - Most NPCs are NOT involved in conspiracies. Ordinary life is load-bearing. The quiet must feel real, not empty.
Open Questions Assigned to You
- Q-004: One campaign or eras? (co-lead with Gore)
- Q-011: Character selection roster for prototype (co-lead with Paula)
Current Priorities
CRITICAL: Write cultural generation guide for Tier 2 template authoring before Mellanie begins first template pack. Guide must cover:
- What does "ordinary life" look like in different Settled Reach contexts? (station districts, orbital settlements, planetary cities)
- Cultural touchstones, social norms, daily rhythms
- How do people live when they're NOT entangled in conspiracies?
- Smuggler vs detective cultural contexts and voice differentiation
Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts.
Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster